Admin

License

The material presented here is the original creation of the contributors, intended for use with the GURPS system from Steve Jackson Games. This material is not official and is not endorsed by Steve Jackson Games.

GURPS is a registered trademark of Steve Jackson Games, and the art here is copyrighted by Steve Jackson Games. All rights are reserved by SJ Games. This material is used here in accordance with the SJ Games online policy.

In this variant, Mages use Ritual Path Magic for their casting needs. Ritual adept is lowered to costing 30 points, as it no longer contains the connection component - Spells ALWAYS require a connection to work, there is no -5 option. Vision is still an acceptable connection, however.

Wizards prepare their spells before hand, while sorcerors cast their spells spontaneously. Wizards can use either spells they've memorized, or spells they have in a spell book, while Sorcerors can only use spells they have memorized. Either sort of caster may choose to specialize in a specific tradition of magic, if they do they may take "Limited: Standard Tradition, -20%". on their magery. See Pyramid 3-66: The Laws of Magic for more options.

Wizard

Wizards prepare their spells before hand. They get their magery with the modifier "Ritual Mastery or Grimoire Only, -40%". At your discretion, you may allow them to purchase Ritual Adept in whole or in part.

Sorcerors

Sorcerors must cast their spells on the spot. They get their Magery, Ritual Adept, and Gathering Mastery with Limited Scope: No conditionals, -20% and Ritual Mastery Only, -60%, and have both Ritual Adept [6] and Gathering Mastery [7] at the beginning of the game.

Grimoires

Grimoires contain detailed information on spells. They can allow wizards who don't know the spell to cast it, and give bonuses to any spell cast while reading them. For the most part, use the rules contained within Thaumatology:RPM, page 30. There are a few differences, however. For example, +0 and +1 grimoires exist, and most grimoires are compilations, with spells at +0 or +1, and maybe the occasional spell at +2.

Bonus

Weight

Cost

+0

1 lb.

$35

+1

1.5 lbs.

$70

+2

2 lbs.

$140

+3

2.5 lbs.

$350

+4

3 lbs.

$700

+5

3.5 lbs.

$1,400

+6

4 lbs.

$3,500

+7

5 lbs.

$7,000

+8

6 lbs.

$14,000

+9

8 lbs.

$35,000

+10

10 lbs.

$70,000

Ritual Mastery

This perk gets you +2 to one spell. You can trade this for two spells at +1, and you can trade one or both of those for two or four spells at +0. These spells count as spells known for the purpose of limited magery.

Short Duration Buffs

Some spells in DnD, like time stop, give a powerful benefit, but only for a very short duration. RPM by default does not model this well. I order to do so, use the following modifiers to the cost of Bestows a Bonus, Affliction, or Altered Traits, applied separately from other modifiers:

It is entirely possible to break the game with this, so any spells made must explicitly be approved by the GM, assuming the GM is even allowing spells to be created by players.

This Web site is not affiliated with, endorsed, sponsored, or specifically approved by Wizards of the Coast LLC. This Web site may use the trademarks and other intellectual property of Wizards of the Coast LLC, which is permitted under Wizards' Fan Site Policy. DUNGEONS & DRAGONS® and D&D® are trademarks of Wizards of the Coast and D&D® core rules, game mechanics, characters and their distinctive likenesses are the property of the Wizards of the Coast. For more information about Wizards of the Coast or any of Wizards' trademarks or other intellectual property, please visit their website at www.wizards.com.